using UnityEngine;

public class SettlementGameover : SettlementWindow
{
	[SerializeField]
	protected NumericalEffect m_Accuracy;

	[SerializeField]
	protected NumericalEffect m_Combo;

	[SerializeField]
	protected NumericalEffect m_Score;

	[SerializeField]
	protected NumericalEffect m_HighScore;

	[SerializeField]
	protected NumericalEffect m_FriendHighScore;

	[SerializeField]
	private NumericalEffect m_ShotCount;

	[SerializeField]
	private NumericalEffect m_PottedCount;

	[SerializeField]
	private NumericalEffect m_PlayTime;

	[SerializeField]
	private NumericalEffect m_Round;

	public void SetData(QuickFirePlayer.PlayerData playerData)
	{
		m_ShotCount.value = playerData.ShotCount;
		m_PottedCount.value = playerData.PottedCount;
		m_Accuracy.value = (int)(playerData.HitRate * 100f);
		m_Combo.value = playerData.combo;
		m_PlayTime.value = (int)playerData.PlayTime;
		m_Score.value = playerData.Score;
		m_HighScore.value = playerData.HighScore;
		m_Round.value = playerData.MaxRank;
	}

	public override void OnBack()
	{
		BaseUIController.Instance.Back2MainScene();
	}

	public override void OnTryAgain()
	{
		BaseUIController.Instance.RestartScene();
	}

	public override void OnNext()
	{
	}
}
